[DiscordArchive] as far as I could see in the cmangos implementation, they do indeed modify the mmaps_generator, and
[DiscordArchive] as far as I could see in the cmangos implementation, they do indeed modify the mmaps_generator, and
Archived author: Piggymorph • Posted: 2025-01-07T17:53:36.454000+00:00
Original source
as far as I could see in the cmangos implementation, they do indeed modify the mmaps_generator, and they get the navmesh for the transports from it (trying to port it atm)
I'm unsure what the transportMapId is used for in TC though, since it just stores an ID for a "map" inside _TransportMaps ; in the same place, cmangos saves the DisplayID for the transport model, which they can link against the transport navmesh
can transports be "Maps" ??
Archived author: Northstrider • Posted: 2025-01-07T18:02:13.199000+00:00
Original source
ideally the gameobject would load the mmap data defined for the map which id is defined in the template
Archived author: Northstrider • Posted: 2025-01-07T18:02:34.302000+00:00
Original source
each transport thats suposed to use pathing has a transportMapId that points to a transport map (which are currently skipped)
Archived author: Northstrider • Posted: 2025-01-07T18:02:48.065000+00:00
Original source
and within these maps we should store the mmaps data
Archived author: Northstrider • Posted: 2025-01-07T18:03:35.158000+00:00
Original source
and calc everything since once the player enters a transport, it becomes a passenger / child of the transport which is more or less like switching maps
Archived author: Piggymorph • Posted: 2025-01-07T18:07:41.325000+00:00
Original source
yea, what doesn't make sense for me because I'm not well versed (at all ) in this is the notion of a transport "map"
referring to the transport as a "map" because you use different coordinates for pathfinding makes sense
thinking of the ratchet boat as a "map" versus a model is strange to me when I think of kalimdor as a "map", and the boat is clearly a "model"
they may well be interchangeable (i need to adjust to it)
Archived author: Northstrider • Posted: 2025-01-07T18:10:11.748000+00:00
Original source
it makes more sense if you see it this way: passengers have a position on the transport (also known as local space) which is what you would use to calculate the position for the pathing
Archived author: Northstrider • Posted: 2025-01-07T18:10:23.763000+00:00
Original source
so you don't have to do any translations to a new map, it's already there
Archived author: Northstrider • Posted: 2025-01-07T18:11:13.170000+00:00
Original source
so the transport position is basically the 'world' position within that transport map
Archived author: Piggymorph • Posted: 2025-01-07T18:15:57.338000+00:00
Original source
yea that's fine, as a matter of fact when I started looking at it I started by trying to port the local space calculations but then I quickly reached the realisation that there is no actual "movement map" extracted on which to perform the pathfinding calcs